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107 lines
5.6 KiB
Plaintext
107 lines
5.6 KiB
Plaintext
Those are standalone ready-to-build applications to demonstrate Dear ImGui.
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Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries
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Third party languages and frameworks bindings:
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https://github.com/ocornut/imgui/wiki/Links
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(languages: C, C#, ChaiScript, D, Go, Haxe, Odin, Python, Rust, Lua, Pascal)
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(frameworks: DX12, OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
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OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.)
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(extras: RemoteImGui, ImWindow, imgui_wm, etc.)
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TL;DR;
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- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
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- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
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to your project and use them unmodified.
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- To LEARN how the library is setup, you may refer to 'opengl2_example' because is the simplest one to read.
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However, do NOT USE the 'opengl2_example' if your code is using any modern GL3+ calls.
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Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated.
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Read comments below for details. If you are not sure, in doubt, use 'opengl3_example'.
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- If you have your own engine, you probably want to read a few of the examples first then adapt it to
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your engine. Please note that if your engine is based on OpenGL/DirectX you can perfectly use the
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existing rendering backends, don't feel forced to rewrite them with your own engine API, or you can
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do that later when you already got things to work.
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Dear ImGui is highly portable and only requires a few things to run and render.
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- Providing mouse/keyboard inputs
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- Load the font atlas texture into graphics memory
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- Providing a render function to render indexed textured triangles
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- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
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So this is essentially what those examples are doing + the obligatory cruft for portability.
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Unfortunately in 2018 it is still tedious to create and maintain portable build files using external
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libraries (the kind we're using here to create a window and render 3D triangles) without relying on
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third party software. For most examples here I choose to provide:
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- Makefiles for Linux/OSX
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- Batch files for Visual Studio 2008+
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- A .sln project file for Visual Studio 2010+
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Please let me know if they don't work with your setup!
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You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
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directly with a command-line compiler.
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Dear ImGui has zero to one frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
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Consider that OS mouse cursors are typically drawn through a specific hardware accelerated route and may
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feel smoother than other GPU rendered contents. You may experiment with the io.MouseDrawCursor flag to
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request ImGui to draw a mouse cursor itself, to visualize the lag between a hardware cursor and a software
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cursor. It might be beneficial to the user experience to switch to a software rendered cursor when an
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interactive drag is in progress.
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Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering),
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leaving you with little option but sadness (Intel GPU drivers were reported as such).
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opengl2_example/
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**DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using the code in the opengl3_example/ folder**
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GLFW + OpenGL example (legacy, fixed pipeline).
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This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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confuse your GPU driver.
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opengl3_example/
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GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).
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This uses more modern OpenGL calls and custom shaders.
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Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.).
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directx9_example/
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DirectX9 example, Windows only.
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directx10_example/
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DirectX10 example, Windows only.
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This is quite long and tedious, because: DirectX10.
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directx11_example/
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DirectX11 example, Windows only.
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This is quite long and tedious, because: DirectX11.
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apple_example/
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OSX & iOS example.
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On iOS, Using Synergy to access keyboard/mouse data from server computer.
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Synergy keyboard integration is rather hacky.
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sdl_opengl2_example/
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**DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using the code in the sdl_opengl3_example/ folder**
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SDL2 + OpenGL example (legacy, fixed pipeline).
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This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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confuse your GPU driver.
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sdl_opengl3_example/
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SDL2 + OpenGL3 example.
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This uses more modern OpenGL calls and custom shaders.
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Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.).
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allegro5_example/
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Allegro 5 example.
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marmalade_example/
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Marmalade example using IwGx
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vulkan_example/
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Vulkan example.
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This is quite long and tedious, because: Vulkan.
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TODO: Apple, SDL GL2/GL3, Allegro, Marmalade, Vulkan examples do not honor the io.WantMoveMouse flag.
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